#include "state_queue_party_full.h"

#include "State/agent.h"

STATE_QUEUE_PARTY_FULL::STATE_QUEUE_PARTY_FULL()
{

}

STATE_QUEUE_PARTY_FULL::~STATE_QUEUE_PARTY_FULL()
{

}

int STATE_QUEUE_PARTY_FULL::check_transition_event_initialize()
{
    return 0;
}

int STATE_QUEUE_PARTY_FULL::check_transition_event_terminate()
{
    return 0;
}

int STATE_QUEUE_PARTY_FULL::check_transition_event_queue()
{
    return 0;
}

int STATE_QUEUE_PARTY_FULL::check_transition_event_queue_full()
{
    return 0;
}

int STATE_QUEUE_PARTY_FULL::check_transition_event_get_result()
{
    return 0;
}

int STATE_QUEUE_PARTY_FULL::check_transition_event_get_result_empty()
{
    return 0;
}

int STATE_QUEUE_PARTY_FULL::check_transition_event_error()
{
    return 0;
}

int STATE_QUEUE_PARTY_FULL::perform_transition_event_initialize(Agent *sub)
{
    sub->setSelfState(sub->pIdle);
    return 0;
}

int STATE_QUEUE_PARTY_FULL::perform_transition_event_terminate(Agent *sub)
{
    sub->setSelfState(sub->pTerminated);
    return 0;
}

int STATE_QUEUE_PARTY_FULL::perform_transition_event_queue(Agent *sub)
{
    sub->setSelfState(sub->pQueuePartyFull);
    return 0;
}

int STATE_QUEUE_PARTY_FULL::perform_transition_event_queue_full(Agent *sub)
{
    sub->setSelfState(sub->pQueueFull);
    return 0;
}

int STATE_QUEUE_PARTY_FULL::perform_transition_event_get_result(Agent *sub)
{
    sub->setSelfState(sub->pQueuePartyFull);
    return 0;
}

int STATE_QUEUE_PARTY_FULL::perform_transition_event_get_result_empty(Agent *sub)
{
    sub->setSelfState(sub->pQueueEmpty);
    return 0;
}

int STATE_QUEUE_PARTY_FULL::perform_transition_event_error(Agent *sub)
{
    sub->setSelfState(sub->pError);
    return 0;
}
